[quote=charwo]Actually, the developers might answer up and down it was super patriotism but when the Word of God runs up against Real Life, it's real life that wins. The developers say there'd been no major conflict since World War II, this is bullshit. There was a Vietnam I can guarantee it, as the US clearly learned every lesson that war taught about stateside management.[/quote]
Vietnam wasn't a major war, it was the US army chasing guerillas through a jungle (both literal and bueraucratic). Furthermore Vietnam isn't the only place you can learn information management.
[quote=charwo]I have no doubts this was a conscript army de jure, but they act like professional ones. Even a minor skirmish like the Falklands shows a professional army cuts through a conscript army like butter. Even without major conflicts this would have been seen time and time again with the IDFs engagements, which does exist. [/quote]
Hence there were only draft riots about 2 years before the bombs fell, before that they met their manpower needs through volunteers. Hell, the UK as a nation has been doing that since the mid 1800s. It works well up until you take losses that are too large to replace by normal recruitment, or you just need an order of magnitude more manpower because shit hit the fan (see WWI, WWII).
[quote=charwo]If you reject the ridiculous hand wave that Fallout works on 50s B-movie Science, and I explicitly do, then when reality ensues you have to look for real world analogies and accept that sometimes people screw up when they tell their own story. This is nowhere more clear than Obsidian's work with NCR, as NCR threatens the 'postapocalytic feel' of the game. Fallout is art by happenstance, its makers have always wanted to sell comic books. Still, it can be salvaged.[/quote]
Fallout was never post-apocalyptic except in name. It was always post-post apocalyptic, about what the world that merged from the ashes would look like, not whether it would emerge. the mainquest of Fallout 1 starts as ensuring the survival of one community out of dozens and then shifts to ensuring the America of the future has humans, not super-mutants lead by a despotic blob. Fallout 2 had you fighting to stop the Enclave making themselves (and only themselves) the future of America by committing genocide.
In fact they've got more post-apocalyptic as the series progressed, with Fallout 3 and New Vegas (especially with survival mode) feeling *much* more post apocalyptic than Fallout 2's political wrangling and mob problems.
[quote=charwo]This means the transistor was developed at nearly the same moment. Modern computing doesn't happen otherwise. That means no Mr. Handy's.[/quote]
They have transistors, they're just not the solid-state silicon wafers we've come to know. Adding contemporary electronics tech to fallout removes one of the key technological divisions between the tech of fallout and the tech of our world and seeings as they actually managed to build robots and laserguns they're obviously doing something different. They have some form of computation technology, but whatever it is is predicated on really small valve transistors rather than our solid state ones.
[quote=charwo]Plus if they really, REALLY developed atomic power that well, they had had nuclear cars well before Peak Oil hit them in 2050, exactly when its projected to hit us if we don't get off the oil teat. This means the Fallout timeline is only aesthetically different from ours. The only tech difference is whether the internet is public as we know it, or still a military and research system like it was in the 1980s. [/quote]
Nope. Fallout is not our world, that's 50% of the background right there, with the other 50% being 'there was a nuclear war'. The Fallout timeline is more than aesthetically different from our own or it'd just be set in real life.
[quote=charwo]It also means that both China and the USSR liberalized economically long ago to remain competitive with their western counterparts, as they did here. Cheng is a neo-Moaist, an Enclave analog for China, only much, much worse.[/quote]
The USSR, yes. Considering the fact that they seem to have been selling assault rifles to the US military. China I'd guess so, but that's only a presumption based on our reality and how things turned out.
[quote=charwo]That's an important thing to understand with me: Realism is the mark of art, realism is what I crave, and if it cannot be extrapolated from realism, I want no part of it. The fact is a logistics simplification beyond the platoon level would be a universal .308 battle rifle bulpupped to hell and using caseless ammo to reduce space and thus shipping. That as the widespread adoption of the AA-12 or its (probably faux)wooden counterpart, the Riot Shotgun. Energy weapons need not apply, especially with horrifically high development costs seen in the real world.[/quote]
By their performance in-game, yes they're useless trash that probably account for trillions of wasted tax dollars. That -however- is the fault of the newer fallouts to fail to truly impress the power of energy weapons on the user, instead opting to use them as an aesthetically different guns skill rather than something genuinely different. They're *supposed to be* head and shoulders above the guns they're replacing. Like I said before they're General Van Fleet's Korean war strategy applied to every single engagement, offering immense firepower as a substitute for inadequate numbers.
[quote]There has to be something more than quartemaster's delight. There needs to be a move to small unit tactics, and what would cause that is the miniaturization of weapon systems that were normally crew served. Think the Missile Units and Snipers working independently. This is not gameplay story segregation, it has Land Warrior 2077 written all over it. Reasonable expectations are lighter ordinance, better inbuilt communications, HUDs and inbuilt land warrior pack and feet exoskeleton works.[/quote]
It's gameplay and story segregation. There is no way they'd put crew-served weapons in the engine when bethesda don't even seem to know how iron sights work, and even if they did they'd write it off as an acceptable compromise to put more weapons into the 'big guns' skill. Hell, CoD has idiots running around with M60s like they're carbines and that's something the average gamer takes as 'realistic'.
[quote=charwo]Biggest issue of the decline of infantry as the main fighting piece of the battlefield were small ordinance, small ammo capacity, need for provisions and sleep. Land warrior system can lock a soldier upright and administer sleep meds or anti sleep meds (both exist now), and with lighter, smaller ordinance and lighter, more protective armor the biggest issue for infantry need for provisions. Even form scouts and snipers the balance has been equipment, ammo and provisions. ammo is still very heavy and bulky. Even light weight energy cells, (no promise they'll be lightweight) would still be bulky and thus reduce escape for equipment and provisions. If you take the Army still using MREs, and there being a logical limit how much equipment is atually being carried around, it means the best approach is to eliminate ordinance all together.[/quote]
Sure, you know another way to eliminate ordinance? Give everyone a knife and no M16. However, the compromise there is you end up as legion recruits and get gunned down by the guy who brought the M16. Similarly, if you bring a weapon that's too much worse than your opponent it doesn't matter if you could be fighting for a week after he'd have run out of ammo, he killed you in the first hour.
The drug administration, powered legs, targeting assist for single-man heavy weapons and all those other things are built into the T51-B. Power armour *is* their Land warrior 2077. It recycles waste into drinking water to reduce strain on the supply chain, it lets you carry large weaponry (and a decent amount of ammunition to feed it with) its legs lock into an upright position to relieve effort when standing watch etc (at least on the APA mkI) and all the rest.
[quote]This is where personal energy weapons could be justified in terms of development costs: with a hyperbreeder where the logistic constraint of ammo is taken out, at least for tactical engagements, which are measured in days, you have a phenomenal weight and bulk saving. Look at the notes of the Recharger rifle:
-
Despite its low damage the gun can be fired very rapidly outside of V.A.T.S. -
Each unit of ammunition only takes 1 second to recharge, meaning a fully discharged rifle takes 7 seconds to recharge. -
While much heavier and noticeably weaker per shot than the laser rifle, it doesn't require any ammunition to be carried. Because of this, it can be one option for consideration in hardcore mode.
And Hardcore doesn't take into account space as a factor either. A modern M-16 is eight pounds unloaded, a recharger rifle is 15 pounds. A Marine in Iraq will carry 180 rounds in 6 30 round clips at a minimum. Many times they will carry as much ammo as then can carry. If you have a recharger rifle and pistol, you have replenishing, recoilless ammo and weapons for a grand total of 22 pounds. [/quote]
Yep, and it needs another recharger rifle to use as spare parts every 5 minutes, so double that to 30lb of rifle and all of a sudden the 8lb service rifle and 7lbs of ammo doesn't look so bad, if we're talking in-game here (if we are, next segment is also relevant).
[quote]Look, I played a moddified game where all I did was extended the recharger rifle's clip to 20 instead of 7. My character with not a point in energy weapons but from stats was sharpshooting deathclaws to death at level five. On hard. That sold me on the concept.[/quote]
And I once used a hunting shotgun full of slugs as a sniper rifle. It works ingame due to the mehanics of the game, nothing more. The fact that everything in the game has criminally low DT and the recharger rifle's damage is awful should illustrate how well that'd work if the game were balanced right. For reference, in my game the rechargers are useless, any decent arour will protect you from their firepower and
Also, to use an ingame example coupled with real-life data, the weapons in mass effect 1 were all only limited by heat dissipation, however they were replaced in Me2 (for reasons of the devs being stupid) justified by the true fact that the side that puts down the most firepower early in the engagement is the one that usually wins, and that something like the ME1 weapons cooling system makes you slow down how much fire you put down for reasons other than whether or not putting down the fire would be effective.
I agree with you on the fact things need to be rationalised, there are definitely quite a lot of inconsistencies and just plain contradictions that would be better off fixed. However, I'm not so keen on some of the proposed solutions, especially making such sweeping changes to how the energy weapons work.
